Level Editor/Settings
The Settings button in the top bar opens the Editor Settings window. These are your preferences, kept on your computer for every map; nothing here is saved in a map. The window has two tabs, General and Controls. Reset to Defaults puts the key bindings back, and Close closes the window. Every change is kept at once.
General
| Setting | Type | Default | What it does |
|---|---|---|---|
| TeamSpec Executable Path | File | empty | Where TeamSpec.exe is. Click ... to browse. Needed by Run and Quick Playtest / Apply; without it the editor opens this window when you try to run.
|
| TF2 install | Folder | empty (found through Steam) | The Team Fortress 2 folder, used to show the materials, models and skies of imported Source maps. The line under it says what was found, or No TF2 install found.
|
| Camera FOV | Degrees, 30 to 120 | 70 | The editor camera's field of view in every 3D view. |
| Enable auto-save | Check box | On | Save the map by itself after you edit it. Only for a map that has been saved once. |
| Delay after edit | Seconds, 1 to 10 | 3.0 | How long after your last edit auto-save waits. |
| Click-through collision brushes | Check box | Off | Clicks in the viewport pass through collision-only brushes. Same as Edit > Click Through Collision Brushes. |
| Click-through zone brushes | Check box | Off | Clicks pass through zones. |
| Click-through sound volumes | Check box | Off | Clicks pass through sound volumes. |
| Opacity (Collision Brushes) | 0 to 100% | 50% | How strongly collision-only brushes are drawn in the editor. |
| Area Trigger Opacity | 0 to 100% | 30% | How strongly zone brushes are drawn. |
| Light Gizmo Opacity | 0 to 100% | 50% | How strongly the light range spheres and cones are drawn. |
| Load previews in background (skip loading screen) | Check box | On | Prop and material previews load while you work instead of behind a loading screen. |
| Parent placements to the surface they start on | Check box | Off | New brushes, props, lights and points go into the group holding what the placement started on (the brush a drag began on, the surface a point or prop landed on), instead of the row picked in the scene tree. Placing onto nothing still uses the picked row. |
The grid, snapping and viewport rendering choices are also remembered between sessions, but you set them elsewhere: in the Snapping tab, the Edit and View menus and the Viewport Rendering window.
Controls
Every rebindable key, in sections: Editor, Camera, 2D Views, Tools Menu, Clip Tool, Transform Tool, Sculpt Brush, Face Tool, Paint Brush, UV Editor and Snapping. Each action has two slots.
- Click a slot, then press the key you want. The hint at the top reads Click a slot to rebind. Esc = cancel, Del = unbind.
- Right-click a slot to unbind it.
- Reset to Defaults puts every binding back.
The full list with defaults is on Keyboard shortcuts.